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The era that began with the election of the Thatcher and Reagan governments has been dominated by contemporary forms of neoliberalism-based market fundamentalism, globalization as world economic integration and the ideology of free trade, and an attack on big government and social welfare. This book is a historical and theoretical investigation of contemporary neoliberalism in relation to education policy and its rollback of the Keynesian welfare state. It argues that education is the basis of an open society and is a social welfare right in the merging knowledge economy. Drawing on the theoretical lens of Michel Foucault's work on governmentality understood as a form of radical political economy, the book explores and critiques neoliberalism as the ruling ideological consensus. It also questions whether and to what extent its influence will continue, in the face of the destabilization of markets that followed the financial crisis and the global recession that began in 2007, in the advanced liberal economies of the United States and the European Union.
Education and state --- Educational change --- Education and globalization --- Capitalism --- Socialism --- Social conflict
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Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education. «This volume makes a substantial contribution to the growing field of games and learning. Both the range of topics and the depth of exploration make it well worth the read. A forward-leaning discussion that will certainly help shape this emerging field.» (Constance Steinkuehler, University of Wisconsin-Madison, USA) «To push the field forward we need more critical thinking, like this book, that will find innovative ways to get us from experiments to practical use in schools.» (Simon Egenfeldt-Nielsen, IT University of Copenhagen, Denmark)
Adrian --- Colin --- Digital Games --- Education --- Educational Games --- Edutainment --- Exploring --- Future --- Game Research --- Game-based Learning --- Games --- Instructional Game Design --- Khine --- Knobel --- Lankshear --- Learning --- Michael --- Michele --- Myint --- Pedagogy --- Peters --- Play --- Video
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